( function () {
/**
 * Dependencies
 *  - mmd-parser https://github.com/takahirox/mmd-parser
 *  - THREE.TGALoader
 *  - OutlineEffect
 *
 * MMDLoader creates Three.js Objects from MMD resources as
 * PMD, PMX, VMD, and VPD files.
 *
 * PMD/PMX is a model data format, VMD is a motion data format
 * VPD is a posing data format used in MMD(Miku Miku Dance).
 *
 * MMD official site
 *  - https://sites.google.com/view/evpvp/
 *
 * PMD, VMD format (in Japanese)
 *  - http://blog.goo.ne.jp/torisu_tetosuki/e/209ad341d3ece2b1b4df24abf619d6e4
 *
 * PMX format
 *  - https://gist.github.com/felixjones/f8a06bd48f9da9a4539f
 *
 * TODO
 *  - light motion in vmd support.
 *  - SDEF support.
 *  - uv/material/bone morphing support.
 *  - more precise grant skinning support.
 *  - shadow support.
 */

/**
 * @param {THREE.LoadingManager} manager
 */

class MMDLoader extends THREE.Loader {
  constructor(manager) {
    super(manager);
    this.loader = new THREE.FileLoader(this.manager);
    this.parser = null; // lazy generation

    this.meshBuilder = new MeshBuilder(this.manager);
    this.animationBuilder = new AnimationBuilder();
  }
  /**
   * @param {string} animationPath
   * @return {MMDLoader}
   */


  setAnimationPath(animationPath) {
    this.animationPath = animationPath;
    return this;
  } // Load MMD assets as Three.js Object

  /**
   * Loads Model file (.pmd or .pmx) as a THREE.SkinnedMesh.
   *
   * @param {string} url - url to Model(.pmd or .pmx) file
   * @param {function} onLoad
   * @param {function} onProgress
   * @param {function} onError
   */


  load(url, onLoad, onProgress, onError) {
    const builder = this.meshBuilder.setCrossOrigin(this.crossOrigin); // resource path

    let resourcePath;

    if (this.resourcePath !== '') {
      resourcePath = this.resourcePath;
    } else if (this.path !== '') {
      resourcePath = this.path;
    } else {
      resourcePath = THREE.LoaderUtils.extractUrlBase(url);
    }

    const modelExtension = this._extractExtension(url).toLowerCase(); // Should I detect by seeing header?


    if (modelExtension !== 'pmd' && modelExtension !== 'pmx') {
      if (onError) onError(new Error('THREE.MMDLoader: Unknown model file extension .' + modelExtension + '.'));
      return;
    }

    this[modelExtension === 'pmd' ? 'loadPMD' : 'loadPMX'](url, function (data) {
      onLoad(builder.build(data, resourcePath, onProgress, onError));
    }, onProgress, onError);
  }
  /**
   * Loads Motion file(s) (.vmd) as a THREE.AnimationClip.
   * If two or more files are specified, they'll be merged.
   *
   * @param {string|Array<string>} url - url(s) to animation(.vmd) file(s)
   * @param {SkinnedMesh|THREE.Camera} object - tracks will be fitting to this object
   * @param {function} onLoad
   * @param {function} onProgress
   * @param {function} onError
   */


  loadAnimation(url, object, onLoad, onProgress, onError) {
    const builder = this.animationBuilder;
    this.loadVMD(url, function (vmd) {
      onLoad(object.isCamera ? builder.buildCameraAnimation(vmd) : builder.build(vmd, object));
    }, onProgress, onError);
  }
  /**
   * Loads mode file and motion file(s) as an object containing
   * a THREE.SkinnedMesh and a THREE.AnimationClip.
   * Tracks of THREE.AnimationClip are fitting to the model.
   *
   * @param {string} modelUrl - url to Model(.pmd or .pmx) file
   * @param {string|Array{string}} vmdUrl - url(s) to animation(.vmd) file
   * @param {function} onLoad
   * @param {function} onProgress
   * @param {function} onError
   */


  loadWithAnimation(modelUrl, vmdUrl, onLoad, onProgress, onError) {
    const scope = this;
    this.load(modelUrl, function (mesh) {
      scope.loadAnimation(vmdUrl, mesh, function (animation) {
        onLoad({
          mesh: mesh,
          animation: animation
        });
      }, onProgress, onError);
    }, onProgress, onError);
  } // Load MMD assets as Object data parsed by MMDParser

  /**
   * Loads .pmd file as an Object.
   *
   * @param {string} url - url to .pmd file
   * @param {function} onLoad
   * @param {function} onProgress
   * @param {function} onError
   */


  loadPMD(url, onLoad, onProgress, onError) {
    const parser = this._getParser();

    this.loader.setMimeType(undefined).setPath(this.path).setResponseType('arraybuffer').setRequestHeader(this.requestHeader).setWithCredentials(this.withCredentials).load(url, function (buffer) {
      onLoad(parser.parsePmd(buffer, true));
    }, onProgress, onError);
  }
  /**
   * Loads .pmx file as an Object.
   *
   * @param {string} url - url to .pmx file
   * @param {function} onLoad
   * @param {function} onProgress
   * @param {function} onError
   */


  loadPMX(url, onLoad, onProgress, onError) {
    const parser = this._getParser();

    this.loader.setMimeType(undefined).setPath(this.path).setResponseType('arraybuffer').setRequestHeader(this.requestHeader).setWithCredentials(this.withCredentials).load(url, function (buffer) {
      onLoad(parser.parsePmx(buffer, true));
    }, onProgress, onError);
  }
  /**
   * Loads .vmd file as an Object. If two or more files are specified
   * they'll be merged.
   *
   * @param {string|Array<string>} url - url(s) to .vmd file(s)
   * @param {function} onLoad
   * @param {function} onProgress
   * @param {function} onError
   */


  loadVMD(url, onLoad, onProgress, onError) {
    const urls = Array.isArray(url) ? url : [url];
    const vmds = [];
    const vmdNum = urls.length;

    const parser = this._getParser();

    this.loader.setMimeType(undefined).setPath(this.animationPath).setResponseType('arraybuffer').setRequestHeader(this.requestHeader).setWithCredentials(this.withCredentials);

    for (let i = 0, il = urls.length; i < il; i++) {
      this.loader.load(urls[i], function (buffer) {
        vmds.push(parser.parseVmd(buffer, true));
        if (vmds.length === vmdNum) onLoad(parser.mergeVmds(vmds));
      }, onProgress, onError);
    }
  }
  /**
   * Loads .vpd file as an Object.
   *
   * @param {string} url - url to .vpd file
   * @param {boolean} isUnicode
   * @param {function} onLoad
   * @param {function} onProgress
   * @param {function} onError
   */


  loadVPD(url, isUnicode, onLoad, onProgress, onError) {
    const parser = this._getParser();

    this.loader.setMimeType(isUnicode ? undefined : 'text/plain; charset=shift_jis').setPath(this.animationPath).setResponseType('text').setRequestHeader(this.requestHeader).setWithCredentials(this.withCredentials).load(url, function (text) {
      onLoad(parser.parseVpd(text, true));
    }, onProgress, onError);
  } // private methods


  _extractExtension(url) {
    const index = url.lastIndexOf('.');
    return index < 0 ? '' : url.slice(index + 1);
  }

  _getParser() {
    if (this.parser === null) {
      if (typeof MMDParser === 'undefined') {
        throw new Error('THREE.MMDLoader: Import MMDParser https://github.com/takahirox/mmd-parser');
      }

      this.parser = new MMDParser.Parser(); // eslint-disable-line no-undef
    }

    return this.parser;
  }

} // Utilities

/*
	 * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
	 * We don't need to request external toon image files.
	 * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
	 */


const DEFAULT_TOON_TEXTURES = ['', '', '', '', '', '', '', '', '', '', ''];
const NON_ALPHA_CHANNEL_FORMATS = [THREE.RGB_S3TC_DXT1_Format, THREE.RGB_PVRTC_4BPPV1_Format, THREE.RGB_PVRTC_2BPPV1_Format, THREE.RGB_ETC1_Format, THREE.RGB_ETC2_Format]; // Builders. They build Three.js object from Object data parsed by MMDParser.

/**
 * @param {THREE.LoadingManager} manager
 */

class MeshBuilder {
  constructor(manager) {
    this.crossOrigin = 'anonymous';
    this.geometryBuilder = new GeometryBuilder();
    this.materialBuilder = new MaterialBuilder(manager);
  }
  /**
   * @param {string} crossOrigin
   * @return {MeshBuilder}
   */


  setCrossOrigin(crossOrigin) {
    this.crossOrigin = crossOrigin;
    return this;
  }
  /**
   * @param {Object} data - parsed PMD/PMX data
   * @param {string} resourcePath
   * @param {function} onProgress
   * @param {function} onError
   * @return {SkinnedMesh}
   */


  build(data, resourcePath, onProgress, onError) {
    const geometry = this.geometryBuilder.build(data);
    const material = this.materialBuilder.setCrossOrigin(this.crossOrigin).setResourcePath(resourcePath).build(data, geometry, onProgress, onError);
    const mesh = new THREE.SkinnedMesh(geometry, material);
    const skeleton = new THREE.Skeleton(initBones(mesh));
    mesh.bind(skeleton); // console.log( mesh ); // for console debug

    return mesh;
  }

} // TODO: Try to remove this function


function initBones(mesh) {
  const geometry = mesh.geometry;
  const bones = [];

  if (geometry && geometry.bones !== undefined) {
    // first, create array of 'Bone' objects from geometry data
    for (let i = 0, il = geometry.bones.length; i < il; i++) {
      const gbone = geometry.bones[i]; // create new 'Bone' object

      const bone = new THREE.Bone();
      bones.push(bone); // apply values

      bone.name = gbone.name;
      bone.position.fromArray(gbone.pos);
      bone.quaternion.fromArray(gbone.rotq);
      if (gbone.scl !== undefined) bone.scale.fromArray(gbone.scl);
    } // second, create bone hierarchy


    for (let i = 0, il = geometry.bones.length; i < il; i++) {
      const gbone = geometry.bones[i];

      if (gbone.parent !== -1 && gbone.parent !== null && bones[gbone.parent] !== undefined) {
        // subsequent bones in the hierarchy
        bones[gbone.parent].add(bones[i]);
      } else {
        // topmost bone, immediate child of the skinned mesh
        mesh.add(bones[i]);
      }
    }
  } // now the bones are part of the scene graph and children of the skinned mesh.
  // let's update the corresponding matrices


  mesh.updateMatrixWorld(true);
  return bones;
} //


class GeometryBuilder {
  /**
   * @param {Object} data - parsed PMD/PMX data
   * @return {BufferGeometry}
   */
  build(data) {
    // for geometry
    const positions = [];
    const uvs = [];
    const normals = [];
    const indices = [];
    const groups = [];
    const bones = [];
    const skinIndices = [];
    const skinWeights = [];
    const morphTargets = [];
    const morphPositions = [];
    const iks = [];
    const grants = [];
    const rigidBodies = [];
    const constraints = []; // for work

    let offset = 0;
    const boneTypeTable = {}; // positions, normals, uvs, skinIndices, skinWeights

    for (let i = 0; i < data.metadata.vertexCount; i++) {
      const v = data.vertices[i];

      for (let j = 0, jl = v.position.length; j < jl; j++) {
        positions.push(v.position[j]);
      }

      for (let j = 0, jl = v.normal.length; j < jl; j++) {
        normals.push(v.normal[j]);
      }

      for (let j = 0, jl = v.uv.length; j < jl; j++) {
        uvs.push(v.uv[j]);
      }

      for (let j = 0; j < 4; j++) {
        skinIndices.push(v.skinIndices.length - 1 >= j ? v.skinIndices[j] : 0.0);
      }

      for (let j = 0; j < 4; j++) {
        skinWeights.push(v.skinWeights.length - 1 >= j ? v.skinWeights[j] : 0.0);
      }
    } // indices


    for (let i = 0; i < data.metadata.faceCount; i++) {
      const face = data.faces[i];

      for (let j = 0, jl = face.indices.length; j < jl; j++) {
        indices.push(face.indices[j]);
      }
    } // groups


    for (let i = 0; i < data.metadata.materialCount; i++) {
      const material = data.materials[i];
      groups.push({
        offset: offset * 3,
        count: material.faceCount * 3
      });
      offset += material.faceCount;
    } // bones


    for (let i = 0; i < data.metadata.rigidBodyCount; i++) {
      const body = data.rigidBodies[i];
      let value = boneTypeTable[body.boneIndex]; // keeps greater number if already value is set without any special reasons

      value = value === undefined ? body.type : Math.max(body.type, value);
      boneTypeTable[body.boneIndex] = value;
    }

    for (let i = 0; i < data.metadata.boneCount; i++) {
      const boneData = data.bones[i];
      const bone = {
        index: i,
        transformationClass: boneData.transformationClass,
        parent: boneData.parentIndex,
        name: boneData.name,
        pos: boneData.position.slice(0, 3),
        rotq: [0, 0, 0, 1],
        scl: [1, 1, 1],
        rigidBodyType: boneTypeTable[i] !== undefined ? boneTypeTable[i] : -1
      };

      if (bone.parent !== -1) {
        bone.pos[0] -= data.bones[bone.parent].position[0];
        bone.pos[1] -= data.bones[bone.parent].position[1];
        bone.pos[2] -= data.bones[bone.parent].position[2];
      }

      bones.push(bone);
    } // iks
    // TODO: remove duplicated codes between PMD and PMX


    if (data.metadata.format === 'pmd') {
      for (let i = 0; i < data.metadata.ikCount; i++) {
        const ik = data.iks[i];
        const param = {
          target: ik.target,
          effector: ik.effector,
          iteration: ik.iteration,
          maxAngle: ik.maxAngle * 4,
          links: []
        };

        for (let j = 0, jl = ik.links.length; j < jl; j++) {
          const link = {};
          link.index = ik.links[j].index;
          link.enabled = true;

          if (data.bones[link.index].name.indexOf('ひざ') >= 0) {
            link.limitation = new THREE.Vector3(1.0, 0.0, 0.0);
          }

          param.links.push(link);
        }

        iks.push(param);
      }
    } else {
      for (let i = 0; i < data.metadata.boneCount; i++) {
        const ik = data.bones[i].ik;
        if (ik === undefined) continue;
        const param = {
          target: i,
          effector: ik.effector,
          iteration: ik.iteration,
          maxAngle: ik.maxAngle,
          links: []
        };

        for (let j = 0, jl = ik.links.length; j < jl; j++) {
          const link = {};
          link.index = ik.links[j].index;
          link.enabled = true;

          if (ik.links[j].angleLimitation === 1) {
            // Revert if rotationMin/Max doesn't work well
            // link.limitation = new THREE.Vector3( 1.0, 0.0, 0.0 );
            const rotationMin = ik.links[j].lowerLimitationAngle;
            const rotationMax = ik.links[j].upperLimitationAngle; // Convert Left to Right coordinate by myself because
            // MMDParser doesn't convert. It's a MMDParser's bug

            const tmp1 = -rotationMax[0];
            const tmp2 = -rotationMax[1];
            rotationMax[0] = -rotationMin[0];
            rotationMax[1] = -rotationMin[1];
            rotationMin[0] = tmp1;
            rotationMin[1] = tmp2;
            link.rotationMin = new THREE.Vector3().fromArray(rotationMin);
            link.rotationMax = new THREE.Vector3().fromArray(rotationMax);
          }

          param.links.push(link);
        }

        iks.push(param); // Save the reference even from bone data for efficiently
        // simulating PMX animation system

        bones[i].ik = param;
      }
    } // grants


    if (data.metadata.format === 'pmx') {
      // bone index -> grant entry map
      const grantEntryMap = {};

      for (let i = 0; i < data.metadata.boneCount; i++) {
        const boneData = data.bones[i];
        const grant = boneData.grant;
        if (grant === undefined) continue;
        const param = {
          index: i,
          parentIndex: grant.parentIndex,
          ratio: grant.ratio,
          isLocal: grant.isLocal,
          affectRotation: grant.affectRotation,
          affectPosition: grant.affectPosition,
          transformationClass: boneData.transformationClass
        };
        grantEntryMap[i] = {
          parent: null,
          children: [],
          param: param,
          visited: false
        };
      }

      const rootEntry = {
        parent: null,
        children: [],
        param: null,
        visited: false
      }; // Build a tree representing grant hierarchy

      for (const boneIndex in grantEntryMap) {
        const grantEntry = grantEntryMap[boneIndex];
        const parentGrantEntry = grantEntryMap[grantEntry.parentIndex] || rootEntry;
        grantEntry.parent = parentGrantEntry;
        parentGrantEntry.children.push(grantEntry);
      } // Sort grant parameters from parents to children because
      // grant uses parent's transform that parent's grant is already applied
      // so grant should be applied in order from parents to children


      function traverse(entry) {
        if (entry.param) {
          grants.push(entry.param); // Save the reference even from bone data for efficiently
          // simulating PMX animation system

          bones[entry.param.index].grant = entry.param;
        }

        entry.visited = true;

        for (let i = 0, il = entry.children.length; i < il; i++) {
          const child = entry.children[i]; // Cut off a loop if exists. (Is a grant loop invalid?)

          if (!child.visited) traverse(child);
        }
      }

      traverse(rootEntry);
    } // morph


    function updateAttributes(attribute, morph, ratio) {
      for (let i = 0; i < morph.elementCount; i++) {
        const element = morph.elements[i];
        let index;

        if (data.metadata.format === 'pmd') {
          index = data.morphs[0].elements[element.index].index;
        } else {
          index = element.index;
        }

        attribute.array[index * 3 + 0] += element.position[0] * ratio;
        attribute.array[index * 3 + 1] += element.position[1] * ratio;
        attribute.array[index * 3 + 2] += element.position[2] * ratio;
      }
    }

    for (let i = 0; i < data.metadata.morphCount; i++) {
      const morph = data.morphs[i];
      const params = {
        name: morph.name
      };
      const attribute = new THREE.Float32BufferAttribute(data.metadata.vertexCount * 3, 3);
      attribute.name = morph.name;

      for (let j = 0; j < data.metadata.vertexCount * 3; j++) {
        attribute.array[j] = positions[j];
      }

      if (data.metadata.format === 'pmd') {
        if (i !== 0) {
          updateAttributes(attribute, morph, 1.0);
        }
      } else {
        if (morph.type === 0) {
          // group
          for (let j = 0; j < morph.elementCount; j++) {
            const morph2 = data.morphs[morph.elements[j].index];
            const ratio = morph.elements[j].ratio;

            if (morph2.type === 1) {
              updateAttributes(attribute, morph2, ratio);
            } else {// TODO: implement
            }
          }
        } else if (morph.type === 1) {
          // vertex
          updateAttributes(attribute, morph, 1.0);
        } else if (morph.type === 2) {// bone
          // TODO: implement
        } else if (morph.type === 3) {// uv
          // TODO: implement
        } else if (morph.type === 4) {// additional uv1
          // TODO: implement
        } else if (morph.type === 5) {// additional uv2
          // TODO: implement
        } else if (morph.type === 6) {// additional uv3
          // TODO: implement
        } else if (morph.type === 7) {// additional uv4
          // TODO: implement
        } else if (morph.type === 8) {// material
          // TODO: implement
        }
      }

      morphTargets.push(params);
      morphPositions.push(attribute);
    } // rigid bodies from rigidBodies field.


    for (let i = 0; i < data.metadata.rigidBodyCount; i++) {
      const rigidBody = data.rigidBodies[i];
      const params = {};

      for (const key in rigidBody) {
        params[key] = rigidBody[key];
      }
      /*
      	 * RigidBody position parameter in PMX seems global position
      	 * while the one in PMD seems offset from corresponding bone.
      	 * So unify being offset.
      	 */


      if (data.metadata.format === 'pmx') {
        if (params.boneIndex !== -1) {
          const bone = data.bones[params.boneIndex];
          params.position[0] -= bone.position[0];
          params.position[1] -= bone.position[1];
          params.position[2] -= bone.position[2];
        }
      }

      rigidBodies.push(params);
    } // constraints from constraints field.


    for (let i = 0; i < data.metadata.constraintCount; i++) {
      const constraint = data.constraints[i];
      const params = {};

      for (const key in constraint) {
        params[key] = constraint[key];
      }

      const bodyA = rigidBodies[params.rigidBodyIndex1];
      const bodyB = rigidBodies[params.rigidBodyIndex2]; // Refer to http://www20.atpages.jp/katwat/wp/?p=4135

      if (bodyA.type !== 0 && bodyB.type === 2) {
        if (bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 && data.bones[bodyB.boneIndex].parentIndex === bodyA.boneIndex) {
          bodyB.type = 1;
        }
      }

      constraints.push(params);
    } // build THREE.BufferGeometry.


    const geometry = new THREE.BufferGeometry();
    geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
    geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
    geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
    geometry.setAttribute('skinIndex', new THREE.Uint16BufferAttribute(skinIndices, 4));
    geometry.setAttribute('skinWeight', new THREE.Float32BufferAttribute(skinWeights, 4));
    geometry.setIndex(indices);

    for (let i = 0, il = groups.length; i < il; i++) {
      geometry.addGroup(groups[i].offset, groups[i].count, i);
    }

    geometry.bones = bones;
    geometry.morphTargets = morphTargets;
    geometry.morphAttributes.position = morphPositions;
    geometry.morphTargetsRelative = false;
    geometry.userData.MMD = {
      bones: bones,
      iks: iks,
      grants: grants,
      rigidBodies: rigidBodies,
      constraints: constraints,
      format: data.metadata.format
    };
    geometry.computeBoundingSphere();
    return geometry;
  }

} //

/**
 * @param {THREE.LoadingManager} manager
 */


class MaterialBuilder {
  constructor(manager) {
    this.manager = manager;
    this.textureLoader = new THREE.TextureLoader(this.manager);
    this.tgaLoader = null; // lazy generation

    this.crossOrigin = 'anonymous';
    this.resourcePath = undefined;
  }
  /**
   * @param {string} crossOrigin
   * @return {MaterialBuilder}
   */


  setCrossOrigin(crossOrigin) {
    this.crossOrigin = crossOrigin;
    return this;
  }
  /**
   * @param {string} resourcePath
   * @return {MaterialBuilder}
   */


  setResourcePath(resourcePath) {
    this.resourcePath = resourcePath;
    return this;
  }
  /**
   * @param {Object} data - parsed PMD/PMX data
   * @param {BufferGeometry} geometry - some properties are dependend on geometry
   * @param {function} onProgress
   * @param {function} onError
   * @return {Array<MMDToonMaterial>}
   */


  build(data, geometry
  /*, onProgress, onError */
  ) {
    const materials = [];
    const textures = {};
    this.textureLoader.setCrossOrigin(this.crossOrigin); // materials

    for (let i = 0; i < data.metadata.materialCount; i++) {
      const material = data.materials[i];
      const params = {
        userData: {
          MMD: {}
        }
      };
      if (material.name !== undefined) params.name = material.name;
      /*
      	 * THREE.Color
      	 *
      	 * MMD         MMDToonMaterial
      	 * ambient  -  emissive * a
      	 *               (a = 1.0 without map texture or 0.2 with map texture)
      	 *
      	 * MMDToonMaterial doesn't have ambient. Set it to emissive instead.
      	 * It'll be too bright if material has map texture so using coef 0.2.
      	 */

      params.diffuse = new THREE.Color().fromArray(material.diffuse);
      params.opacity = material.diffuse[3];
      params.specular = new THREE.Color().fromArray(material.specular);
      params.shininess = material.shininess;
      params.emissive = new THREE.Color().fromArray(material.ambient);
      params.transparent = params.opacity !== 1.0; //

      params.morphTargets = geometry.morphTargets.length > 0 ? true : false;
      params.fog = true; // blend

      params.blending = THREE.CustomBlending;
      params.blendSrc = THREE.SrcAlphaFactor;
      params.blendDst = THREE.OneMinusSrcAlphaFactor;
      params.blendSrcAlpha = THREE.SrcAlphaFactor;
      params.blendDstAlpha = THREE.DstAlphaFactor; // side

      if (data.metadata.format === 'pmx' && (material.flag & 0x1) === 1) {
        params.side = THREE.DoubleSide;
      } else {
        params.side = params.opacity === 1.0 ? THREE.FrontSide : THREE.DoubleSide;
      }

      if (data.metadata.format === 'pmd') {
        // map, envMap
        if (material.fileName) {
          const fileName = material.fileName;
          const fileNames = fileName.split('*'); // fileNames[ 0 ]: mapFileName
          // fileNames[ 1 ]: envMapFileName( optional )

          params.map = this._loadTexture(fileNames[0], textures);

          if (fileNames.length > 1) {
            const extension = fileNames[1].slice(-4).toLowerCase();
            params.envMap = this._loadTexture(fileNames[1], textures);
            params.combine = extension === '.sph' ? THREE.MultiplyOperation : THREE.AddOperation;
          }
        } // gradientMap


        const toonFileName = material.toonIndex === -1 ? 'toon00.bmp' : data.toonTextures[material.toonIndex].fileName;
        params.gradientMap = this._loadTexture(toonFileName, textures, {
          isToonTexture: true,
          isDefaultToonTexture: this._isDefaultToonTexture(toonFileName)
        }); // parameters for OutlineEffect

        params.userData.outlineParameters = {
          thickness: material.edgeFlag === 1 ? 0.003 : 0.0,
          color: [0, 0, 0],
          alpha: 1.0,
          visible: material.edgeFlag === 1
        };
      } else {
        // map
        if (material.textureIndex !== -1) {
          params.map = this._loadTexture(data.textures[material.textureIndex], textures); // Since PMX spec don't have standard to list map files except color map and env map,
          // we need to save file name for further mapping, like matching normal map file names after model loaded.
          // ref: https://gist.github.com/felixjones/f8a06bd48f9da9a4539f#texture

          params.userData.MMD.mapFileName = data.textures[material.textureIndex];
        } // envMap TODO: support m.envFlag === 3


        if (material.envTextureIndex !== -1 && (material.envFlag === 1 || material.envFlag == 2)) {
          params.matcap = this._loadTexture(data.textures[material.envTextureIndex], textures); // Same as color map above, keep file name in userData for further usage.

          params.userData.MMD.matcapFileName = data.textures[material.envTextureIndex];
          params.matcapCombine = material.envFlag === 1 ? THREE.MultiplyOperation : THREE.AddOperation;
        } // gradientMap


        let toonFileName, isDefaultToon;

        if (material.toonIndex === -1 || material.toonFlag !== 0) {
          toonFileName = 'toon' + ('0' + (material.toonIndex + 1)).slice(-2) + '.bmp';
          isDefaultToon = true;
        } else {
          toonFileName = data.textures[material.toonIndex];
          isDefaultToon = false;
        }

        params.gradientMap = this._loadTexture(toonFileName, textures, {
          isToonTexture: true,
          isDefaultToonTexture: isDefaultToon
        }); // parameters for OutlineEffect

        params.userData.outlineParameters = {
          thickness: material.edgeSize / 300,
          // TODO: better calculation?
          color: material.edgeColor.slice(0, 3),
          alpha: material.edgeColor[3],
          visible: (material.flag & 0x10) !== 0 && material.edgeSize > 0.0
        };
      }

      if (params.map !== undefined) {
        if (!params.transparent) {
          this._checkImageTransparency(params.map, geometry, i);
        }

        params.emissive.multiplyScalar(0.2);
      }

      materials.push(new MMDToonMaterial(params));
    }

    if (data.metadata.format === 'pmx') {
      // set transparent true if alpha morph is defined.
      function checkAlphaMorph(elements, materials) {
        for (let i = 0, il = elements.length; i < il; i++) {
          const element = elements[i];
          if (element.index === -1) continue;
          const material = materials[element.index];

          if (material.opacity !== element.diffuse[3]) {
            material.transparent = true;
          }
        }
      }

      for (let i = 0, il = data.morphs.length; i < il; i++) {
        const morph = data.morphs[i];
        const elements = morph.elements;

        if (morph.type === 0) {
          for (let j = 0, jl = elements.length; j < jl; j++) {
            const morph2 = data.morphs[elements[j].index];
            if (morph2.type !== 8) continue;
            checkAlphaMorph(morph2.elements, materials);
          }
        } else if (morph.type === 8) {
          checkAlphaMorph(elements, materials);
        }
      }
    }

    return materials;
  } // private methods


  _getTGALoader() {
    if (this.tgaLoader === null) {
      if (THREE.TGALoader === undefined) {
        throw new Error('THREE.MMDLoader: Import THREE.TGALoader');
      }

      this.tgaLoader = new THREE.TGALoader(this.manager);
    }

    return this.tgaLoader;
  }

  _isDefaultToonTexture(name) {
    if (name.length !== 10) return false;
    return /toon(10|0[0-9])\.bmp/.test(name);
  }

  _loadTexture(filePath, textures, params, onProgress, onError) {
    params = params || {};
    const scope = this;
    let fullPath;

    if (params.isDefaultToonTexture === true) {
      let index;

      try {
        index = parseInt(filePath.match(/toon([0-9]{2})\.bmp$/)[1]);
      } catch (e) {
        console.warn('THREE.MMDLoader: ' + filePath + ' seems like a ' + 'not right default texture path. Using toon00.bmp instead.');
        index = 0;
      }

      fullPath = DEFAULT_TOON_TEXTURES[index];
    } else {
      fullPath = this.resourcePath + filePath;
    }

    if (textures[fullPath] !== undefined) return textures[fullPath];
    let loader = this.manager.getHandler(fullPath);

    if (loader === null) {
      loader = filePath.slice(-4).toLowerCase() === '.tga' ? this._getTGALoader() : this.textureLoader;
    }

    const texture = loader.load(fullPath, function (t) {
      // MMD toon texture is Axis-Y oriented
      // but Three.js gradient map is Axis-X oriented.
      // So here replaces the toon texture image with the rotated one.
      if (params.isToonTexture === true) {
        t.image = scope._getRotatedImage(t.image);
        t.magFilter = THREE.NearestFilter;
        t.minFilter = THREE.NearestFilter;
      }

      t.flipY = false;
      t.wrapS = THREE.RepeatWrapping;
      t.wrapT = THREE.RepeatWrapping;

      for (let i = 0; i < texture.readyCallbacks.length; i++) {
        texture.readyCallbacks[i](texture);
      }

      delete texture.readyCallbacks;
    }, onProgress, onError);
    texture.readyCallbacks = [];
    textures[fullPath] = texture;
    return texture;
  }

  _getRotatedImage(image) {
    const canvas = document.createElement('canvas');
    const context = canvas.getContext('2d');
    const width = image.width;
    const height = image.height;
    canvas.width = width;
    canvas.height = height;
    context.clearRect(0, 0, width, height);
    context.translate(width / 2.0, height / 2.0);
    context.rotate(0.5 * Math.PI); // 90.0 * Math.PI / 180.0

    context.translate(-width / 2.0, -height / 2.0);
    context.drawImage(image, 0, 0);
    return context.getImageData(0, 0, width, height);
  } // Check if the partial image area used by the texture is transparent.


  _checkImageTransparency(map, geometry, groupIndex) {
    map.readyCallbacks.push(function (texture) {
      // Is there any efficient ways?
      function createImageData(image) {
        const canvas = document.createElement('canvas');
        canvas.width = image.width;
        canvas.height = image.height;
        const context = canvas.getContext('2d');
        context.drawImage(image, 0, 0);
        return context.getImageData(0, 0, canvas.width, canvas.height);
      }

      function detectImageTransparency(image, uvs, indices) {
        const width = image.width;
        const height = image.height;
        const data = image.data;
        const threshold = 253;
        if (data.length / (width * height) !== 4) return false;

        for (let i = 0; i < indices.length; i += 3) {
          const centerUV = {
            x: 0.0,
            y: 0.0
          };

          for (let j = 0; j < 3; j++) {
            const index = indices[i * 3 + j];
            const uv = {
              x: uvs[index * 2 + 0],
              y: uvs[index * 2 + 1]
            };
            if (getAlphaByUv(image, uv) < threshold) return true;
            centerUV.x += uv.x;
            centerUV.y += uv.y;
          }

          centerUV.x /= 3;
          centerUV.y /= 3;
          if (getAlphaByUv(image, centerUV) < threshold) return true;
        }

        return false;
      }
      /*
      	 * This method expects
      	 *   texture.flipY = false
      	 *   texture.wrapS = THREE.RepeatWrapping
      	 *   texture.wrapT = THREE.RepeatWrapping
      	 * TODO: more precise
      	 */


      function getAlphaByUv(image, uv) {
        const width = image.width;
        const height = image.height;
        let x = Math.round(uv.x * width) % width;
        let y = Math.round(uv.y * height) % height;
        if (x < 0) x += width;
        if (y < 0) y += height;
        const index = y * width + x;
        return image.data[index * 4 + 3];
      }

      if (texture.isCompressedTexture === true) {
        if (NON_ALPHA_CHANNEL_FORMATS.includes(texture.format)) {
          map.transparent = false;
        } else {
          // any other way to check transparency of CompressedTexture?
          map.transparent = true;
        }

        return;
      }

      const imageData = texture.image.data !== undefined ? texture.image : createImageData(texture.image);
      const group = geometry.groups[groupIndex];

      if (detectImageTransparency(imageData, geometry.attributes.uv.array, geometry.index.array.slice(group.start, group.start + group.count))) {
        map.transparent = true;
      }
    });
  }

} //


class AnimationBuilder {
  /**
   * @param {Object} vmd - parsed VMD data
   * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
   * @return {AnimationClip}
   */
  build(vmd, mesh) {
    // combine skeletal and morph animations
    const tracks = this.buildSkeletalAnimation(vmd, mesh).tracks;
    const tracks2 = this.buildMorphAnimation(vmd, mesh).tracks;

    for (let i = 0, il = tracks2.length; i < il; i++) {
      tracks.push(tracks2[i]);
    }

    return new THREE.AnimationClip('', -1, tracks);
  }
  /**
   * @param {Object} vmd - parsed VMD data
   * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
   * @return {AnimationClip}
   */


  buildSkeletalAnimation(vmd, mesh) {
    function pushInterpolation(array, interpolation, index) {
      array.push(interpolation[index + 0] / 127); // x1

      array.push(interpolation[index + 8] / 127); // x2

      array.push(interpolation[index + 4] / 127); // y1

      array.push(interpolation[index + 12] / 127); // y2
    }

    const tracks = [];
    const motions = {};
    const bones = mesh.skeleton.bones;
    const boneNameDictionary = {};

    for (let i = 0, il = bones.length; i < il; i++) {
      boneNameDictionary[bones[i].name] = true;
    }

    for (let i = 0; i < vmd.metadata.motionCount; i++) {
      const motion = vmd.motions[i];
      const boneName = motion.boneName;
      if (boneNameDictionary[boneName] === undefined) continue;
      motions[boneName] = motions[boneName] || [];
      motions[boneName].push(motion);
    }

    for (const key in motions) {
      const array = motions[key];
      array.sort(function (a, b) {
        return a.frameNum - b.frameNum;
      });
      const times = [];
      const positions = [];
      const rotations = [];
      const pInterpolations = [];
      const rInterpolations = [];
      const basePosition = mesh.skeleton.getBoneByName(key).position.toArray();

      for (let i = 0, il = array.length; i < il; i++) {
        const time = array[i].frameNum / 30;
        const position = array[i].position;
        const rotation = array[i].rotation;
        const interpolation = array[i].interpolation;
        times.push(time);

        for (let j = 0; j < 3; j++) positions.push(basePosition[j] + position[j]);

        for (let j = 0; j < 4; j++) rotations.push(rotation[j]);

        for (let j = 0; j < 3; j++) pushInterpolation(pInterpolations, interpolation, j);

        pushInterpolation(rInterpolations, interpolation, 3);
      }

      const targetName = '.bones[' + key + ']';
      tracks.push(this._createTrack(targetName + '.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations));
      tracks.push(this._createTrack(targetName + '.quaternion', THREE.QuaternionKeyframeTrack, times, rotations, rInterpolations));
    }

    return new THREE.AnimationClip('', -1, tracks);
  }
  /**
   * @param {Object} vmd - parsed VMD data
   * @param {SkinnedMesh} mesh - tracks will be fitting to mesh
   * @return {AnimationClip}
   */


  buildMorphAnimation(vmd, mesh) {
    const tracks = [];
    const morphs = {};
    const morphTargetDictionary = mesh.morphTargetDictionary;

    for (let i = 0; i < vmd.metadata.morphCount; i++) {
      const morph = vmd.morphs[i];
      const morphName = morph.morphName;
      if (morphTargetDictionary[morphName] === undefined) continue;
      morphs[morphName] = morphs[morphName] || [];
      morphs[morphName].push(morph);
    }

    for (const key in morphs) {
      const array = morphs[key];
      array.sort(function (a, b) {
        return a.frameNum - b.frameNum;
      });
      const times = [];
      const values = [];

      for (let i = 0, il = array.length; i < il; i++) {
        times.push(array[i].frameNum / 30);
        values.push(array[i].weight);
      }

      tracks.push(new THREE.NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetDictionary[key] + ']', times, values));
    }

    return new THREE.AnimationClip('', -1, tracks);
  }
  /**
   * @param {Object} vmd - parsed VMD data
   * @return {AnimationClip}
   */


  buildCameraAnimation(vmd) {
    function pushVector3(array, vec) {
      array.push(vec.x);
      array.push(vec.y);
      array.push(vec.z);
    }

    function pushQuaternion(array, q) {
      array.push(q.x);
      array.push(q.y);
      array.push(q.z);
      array.push(q.w);
    }

    function pushInterpolation(array, interpolation, index) {
      array.push(interpolation[index * 4 + 0] / 127); // x1

      array.push(interpolation[index * 4 + 1] / 127); // x2

      array.push(interpolation[index * 4 + 2] / 127); // y1

      array.push(interpolation[index * 4 + 3] / 127); // y2
    }

    const cameras = vmd.cameras === undefined ? [] : vmd.cameras.slice();
    cameras.sort(function (a, b) {
      return a.frameNum - b.frameNum;
    });
    const times = [];
    const centers = [];
    const quaternions = [];
    const positions = [];
    const fovs = [];
    const cInterpolations = [];
    const qInterpolations = [];
    const pInterpolations = [];
    const fInterpolations = [];
    const quaternion = new THREE.Quaternion();
    const euler = new THREE.Euler();
    const position = new THREE.Vector3();
    const center = new THREE.Vector3();

    for (let i = 0, il = cameras.length; i < il; i++) {
      const motion = cameras[i];
      const time = motion.frameNum / 30;
      const pos = motion.position;
      const rot = motion.rotation;
      const distance = motion.distance;
      const fov = motion.fov;
      const interpolation = motion.interpolation;
      times.push(time);
      position.set(0, 0, -distance);
      center.set(pos[0], pos[1], pos[2]);
      euler.set(-rot[0], -rot[1], -rot[2]);
      quaternion.setFromEuler(euler);
      position.add(center);
      position.applyQuaternion(quaternion);
      pushVector3(centers, center);
      pushQuaternion(quaternions, quaternion);
      pushVector3(positions, position);
      fovs.push(fov);

      for (let j = 0; j < 3; j++) {
        pushInterpolation(cInterpolations, interpolation, j);
      }

      pushInterpolation(qInterpolations, interpolation, 3); // use the same parameter for x, y, z axis.

      for (let j = 0; j < 3; j++) {
        pushInterpolation(pInterpolations, interpolation, 4);
      }

      pushInterpolation(fInterpolations, interpolation, 5);
    }

    const tracks = []; // I expect an object whose name 'target' exists under THREE.Camera

    tracks.push(this._createTrack('target.position', THREE.VectorKeyframeTrack, times, centers, cInterpolations));
    tracks.push(this._createTrack('.quaternion', THREE.QuaternionKeyframeTrack, times, quaternions, qInterpolations));
    tracks.push(this._createTrack('.position', THREE.VectorKeyframeTrack, times, positions, pInterpolations));
    tracks.push(this._createTrack('.fov', THREE.NumberKeyframeTrack, times, fovs, fInterpolations));
    return new THREE.AnimationClip('', -1, tracks);
  } // private method


  _createTrack(node, typedKeyframeTrack, times, values, interpolations) {
    /*
    	 * optimizes here not to let KeyframeTrackPrototype optimize
    	 * because KeyframeTrackPrototype optimizes times and values but
    	 * doesn't optimize interpolations.
    	 */
    if (times.length > 2) {
      times = times.slice();
      values = values.slice();
      interpolations = interpolations.slice();
      const stride = values.length / times.length;
      const interpolateStride = interpolations.length / times.length;
      let index = 1;

      for (let aheadIndex = 2, endIndex = times.length; aheadIndex < endIndex; aheadIndex++) {
        for (let i = 0; i < stride; i++) {
          if (values[index * stride + i] !== values[(index - 1) * stride + i] || values[index * stride + i] !== values[aheadIndex * stride + i]) {
            index++;
            break;
          }
        }

        if (aheadIndex > index) {
          times[index] = times[aheadIndex];

          for (let i = 0; i < stride; i++) {
            values[index * stride + i] = values[aheadIndex * stride + i];
          }

          for (let i = 0; i < interpolateStride; i++) {
            interpolations[index * interpolateStride + i] = interpolations[aheadIndex * interpolateStride + i];
          }
        }
      }

      times.length = index + 1;
      values.length = (index + 1) * stride;
      interpolations.length = (index + 1) * interpolateStride;
    }

    const track = new typedKeyframeTrack(node, times, values);

    track.createInterpolant = function InterpolantFactoryMethodCubicBezier(result) {
      return new CubicBezierInterpolation(this.times, this.values, this.getValueSize(), result, new Float32Array(interpolations));
    };

    return track;
  }

} // interpolation


class CubicBezierInterpolation extends THREE.Interpolant {
  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer, params) {
    super(parameterPositions, sampleValues, sampleSize, resultBuffer);
    this.interpolationParams = params;
  }

  interpolate_(i1, t0, t, t1) {
    const result = this.resultBuffer;
    const values = this.sampleValues;
    const stride = this.valueSize;
    const params = this.interpolationParams;
    const offset1 = i1 * stride;
    const offset0 = offset1 - stride; // No interpolation if next key frame is in one frame in 30fps.
    // This is from MMD animation spec.
    // '1.5' is for precision loss. times are Float32 in Three.js Animation system.

    const weight1 = t1 - t0 < 1 / 30 * 1.5 ? 0.0 : (t - t0) / (t1 - t0);

    if (stride === 4) {
      // THREE.Quaternion
      const x1 = params[i1 * 4 + 0];
      const x2 = params[i1 * 4 + 1];
      const y1 = params[i1 * 4 + 2];
      const y2 = params[i1 * 4 + 3];

      const ratio = this._calculate(x1, x2, y1, y2, weight1);

      THREE.Quaternion.slerpFlat(result, 0, values, offset0, values, offset1, ratio);
    } else if (stride === 3) {
      // THREE.Vector3
      for (let i = 0; i !== stride; ++i) {
        const x1 = params[i1 * 12 + i * 4 + 0];
        const x2 = params[i1 * 12 + i * 4 + 1];
        const y1 = params[i1 * 12 + i * 4 + 2];
        const y2 = params[i1 * 12 + i * 4 + 3];

        const ratio = this._calculate(x1, x2, y1, y2, weight1);

        result[i] = values[offset0 + i] * (1 - ratio) + values[offset1 + i] * ratio;
      }
    } else {
      // Number
      const x1 = params[i1 * 4 + 0];
      const x2 = params[i1 * 4 + 1];
      const y1 = params[i1 * 4 + 2];
      const y2 = params[i1 * 4 + 3];

      const ratio = this._calculate(x1, x2, y1, y2, weight1);

      result[0] = values[offset0] * (1 - ratio) + values[offset1] * ratio;
    }

    return result;
  }

  _calculate(x1, x2, y1, y2, x) {
    /*
    	 * Cubic Bezier curves
    	 *   https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves
    	 *
    	 * B(t) = ( 1 - t ) ^ 3 * P0
    	 *      + 3 * ( 1 - t ) ^ 2 * t * P1
    	 *      + 3 * ( 1 - t ) * t^2 * P2
    	 *      + t ^ 3 * P3
    	 *      ( 0 <= t <= 1 )
    	 *
    	 * MMD uses Cubic Bezier curves for bone and camera animation interpolation.
    	 *   http://d.hatena.ne.jp/edvakf/20111016/1318716097
    	 *
    	 *    x = ( 1 - t ) ^ 3 * x0
    	 *      + 3 * ( 1 - t ) ^ 2 * t * x1
    	 *      + 3 * ( 1 - t ) * t^2 * x2
    	 *      + t ^ 3 * x3
    	 *    y = ( 1 - t ) ^ 3 * y0
    	 *      + 3 * ( 1 - t ) ^ 2 * t * y1
    	 *      + 3 * ( 1 - t ) * t^2 * y2
    	 *      + t ^ 3 * y3
    	 *      ( x0 = 0, y0 = 0 )
    	 *      ( x3 = 1, y3 = 1 )
    	 *      ( 0 <= t, x1, x2, y1, y2 <= 1 )
    	 *
    	 * Here solves this equation with Bisection method,
    	 *   https://en.wikipedia.org/wiki/Bisection_method
    	 * gets t, and then calculate y.
    	 *
    	 * f(t) = 3 * ( 1 - t ) ^ 2 * t * x1
    	 *      + 3 * ( 1 - t ) * t^2 * x2
    	 *      + t ^ 3 - x = 0
    	 *
    	 * (Another option: Newton's method
    	 *    https://en.wikipedia.org/wiki/Newton%27s_method)
    	 */
    let c = 0.5;
    let t = c;
    let s = 1.0 - t;
    const loop = 15;
    const eps = 1e-5;
    const math = Math;
    let sst3, stt3, ttt;

    for (let i = 0; i < loop; i++) {
      sst3 = 3.0 * s * s * t;
      stt3 = 3.0 * s * t * t;
      ttt = t * t * t;
      const ft = sst3 * x1 + stt3 * x2 + ttt - x;
      if (math.abs(ft) < eps) break;
      c /= 2.0;
      t += ft < 0 ? c : -c;
      s = 1.0 - t;
    }

    return sst3 * y1 + stt3 * y2 + ttt;
  }

}

class MMDToonMaterial extends THREE.ShaderMaterial {
  constructor(parameters) {
    super();
    this._matcapCombine = THREE.AddOperation;
    this.emissiveIntensity = 1.0;
    this.normalMapType = THREE.TangentSpaceNormalMap;
    this.combine = THREE.MultiplyOperation;
    this.wireframeLinecap = 'round';
    this.wireframeLinejoin = 'round';
    this.flatShading = false;
    this.lights = true;
    this.vertexShader = THREE.MMDToonShader.vertexShader;
    this.fragmentShader = THREE.MMDToonShader.fragmentShader;
    this.defines = Object.assign({}, THREE.MMDToonShader.defines);
    Object.defineProperty(this, 'matcapCombine', {
      get: function () {
        return this._matcapCombine;
      },
      set: function (value) {
        this._matcapCombine = value;

        switch (value) {
          case THREE.MultiplyOperation:
            this.defines.MATCAP_BLENDING_MULTIPLY = true;
            delete this.defines.MATCAP_BLENDING_ADD;
            break;

          default:
          case THREE.AddOperation:
            this.defines.MATCAP_BLENDING_ADD = true;
            delete this.defines.MATCAP_BLENDING_MULTIPLY;
            break;
        }
      }
    });
    this.uniforms = THREE.UniformsUtils.clone(THREE.MMDToonShader.uniforms); // merged from MeshToon/Phong/MatcapMaterial

    const exposePropertyNames = ['specular', 'shininess', 'opacity', 'diffuse', 'map', 'matcap', 'gradientMap', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity', 'emissive', 'emissiveMap', 'bumpMap', 'bumpScale', 'normalMap', 'normalScale', 'displacemantBias', 'displacemantMap', 'displacemantScale', 'specularMap', 'alphaMap', 'envMap', 'reflectivity', 'refractionRatio'];

    for (const propertyName of exposePropertyNames) {
      Object.defineProperty(this, propertyName, {
        get: function () {
          return this.uniforms[propertyName].value;
        },
        set: function (value) {
          this.uniforms[propertyName].value = value;
        }
      });
    }

    Object.defineProperty(this, 'color', Object.getOwnPropertyDescriptor(this, 'diffuse'));
    this.setValues(parameters);
  }

  copy(source) {
    super.copy(source);
    this.matcapCombine = source.matcapCombine;
    this.emissiveIntensity = source.emissiveIntensity;
    this.normalMapType = source.normalMapType;
    this.combine = source.combine;
    this.wireframeLinecap = source.wireframeLinecap;
    this.wireframeLinejoin = source.wireframeLinejoin;
    this.flatShading = source.flatShading;
    return this;
  }

}

MMDToonMaterial.prototype.isMMDToonMaterial = true;

THREE.MMDLoader = MMDLoader;
} )();
